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Im also hoping for some tiny division in hive fleet/fleet organization bonuses that cater more to winged or monstrous or even psyker heavy armies
I didn't realize Chaos Daemons were regularly placing in the top four at grand tournaments....oh wait. ;)
Assault armies are not dead in this edition, it just so happens that a lot of armies don't have the correct tools to pull it off as well as Daemons or Tyranids do. Having lots of Hit and Run or fast and durable assault units is almost necessary against armies such as Tau, and Daemons in particular are easily the best equipped for this. You might not think it, but one of the scariest tournament lists going around at the moment is a Tyranid one. In fact, one such list proved to be a 'spoiler' list at a very recent GT.
Chaos Daemons are psychic oriented, not pure assault. But they do provide one of the very few exceptions, insomuch as they are able to psychically buff themselves to such an absurd degree that they're effectively unkillable. As nerfed as assault is, a Tzeentch Daemon Prince that can only be hit with Snap Shots, has a rerollable 2+ cover and 2+ Invulnerarable, is T7-8, and a lot of Ap2 attacks on the charge is going to win games.
And there are still some pure assault units that are good. Gargoyles are pretty awesome, just because they're fast and cheap and tie stuff up. And there are units that are good at both shooting and assault that will get into assault and do a lot of damage there. But try and build an army around pure assault, and you start running out of options really, really fast.
Fateweaver and a bunch of Tzeentch Daemon Princes, mainly. With so many psychic powers, you get easy access to stuff like Invisibility, and with reroll 1's on their saves they get a rerollable 2+ save on something that's already flying, not even counting all the other silly psychic powers they get. The list doesn't really have much shooting, but it does spam psychic powers like nothing else, and the list runs on psychic powers.
via 4Chan 9-4-2013
Quote:
Crawling Plague (named Venomthrope), Finecast
- Like the other named tyranids is taken as a brood upgrade.
- Three rows of vents on its back, tail is much longer and coils itself around a piece of scenery. Mouth tendrils are shorter and spread open around its mouth like it's trying to spit out something, with liquid dripping out of it.
- Torrent weapon, AP- Poison 4+. Gimmick is on a 3+ place a marker anywhere on where you placed the template. Following turn place the small end of the flamer template on the marker and aim it in any direction, roll again on 4+ every subsequent turn to see if it stays on the field.
- Grants stealth to all models within 6" and shrouding to itself. Venomthropes create 5+ cover, so they synergize.
- It Lurks in the Mists: Special deployment gimmick instead of deploying on the board, at the start of any movement phase except the first you can deploy the Crawling Plague within 6" of any venomthrope.
- Mutation from the new Hive Fleet Karkinos, which is specialized in toxic weaponry and the usage of venomthropes.
Tyranid Prime, plastic clamshell
- Larger Warrior, head crest has four prongs, additional shoulder plates that interlock down over part of the chest, armor in general is sharper and extends farther out with a slight upward curve. Looks like you could impale a guardsman on its back.
- On foot, devourer and scything talons, dead easy to switch out components with Warriors and Raveners.
- Details of the fluff are quite a bit different. The Prime is designed as a perfect hunter, created to fit any battlefield and seek out and eliminate enemy commanders while supported by evolved broods in this regard.
- Apex Brood: The Prime can take a single retinue of "Apex" Warriors, Raveners or Shrikes. They receive T/WS/BS +1 and the Prime auto passes LOS! rolls while attached to the Apex Brood. Somewhat more expensive than their normal counterparts (+5 to +10 pt each depending on the creature)
- No more +1WS/BS when attached to regular warriors, that's replaced by the retinue.
- Hunter-Killer: Enemy characters cannot refuse challenges from the Prime.
Army-wide notes
- No FOC and ally table changes
- Devastation and Adaptation are new power tables with 3 powers each + primaris.
- Primaris for Devastation = Warp Blast, Adaptation = Onslaught (similar to battle-focus)
- All Tyranid powers can be used with either one or two charges to increase the effect.
- Ravenous Advance: Units with this rule can run & assault in the same turn.
- The Ground Trembles: All MC cause d3 Hammer of Wrath hits.
- Red Terror, Deathleaper and Old One Eye are unique upgrades to their respective broods.
Mycetic Spore/Mycetic Hive Node, plastic dual kit
- Spore is a Dedicated Transport, notable changes are that SC can join and MC broods can all opt to get spores.
- Hive Nodes are bought by HQ models (1-3 choice for Tyrants, 1 for every other HQ), no transport capacity.
- Nodes provide Synapse and can be configured in one of many ways. Grants poison or shrouding to nearby units or terraforms (Dangerous Terrain) the surroundings.
Harpy/Erinye, plastic dual kit.
- Harpy is designed to kill infantry hordes/provide support via its special vector strike.
- Vector striking it can either use Spore Mine Cyst to create blasts along the path or Sonic Screech to halve initiative and cause a pinning test.
- Erinye is an AA variant in Elite, very different front torso/head piece with gribbly tentacles.
- Increased Swoop speed and its gimmick is grappling other flyers.
- Vector strike -> dice roll 4+ -> the enemy flyer is dragged directly behind where the Erinye ended its move, including a new facing.
- Both can buy broods of Gargoyles that can drop off in the movement phase when not vector striking.
Zoanthrope (Doom)/Genethrope, plastic dual kit.
- Zoanthropes are ML1 psykers, have access to the Devastation, Telepathy, Telekinesis tables.
- Genethropes are similar, but have access to the Adaptation and Biomancy tables.
- New unique biomorphs. Increased Shadow in the Warp range, Deny the Witch boost aura, two others.
- Both types can upgrade up to ML2 but only ever get 1 power, each Elite choice is a unit of 1-3 that can contain mixded Zoan and Gene.
- Doom has access to all the above tables and comes with Essence Leech and 3 powers.
- Consumes a wound every time it uses a power (except for Leech), but can keep casting until a Perils roll or its down to 1 wound.
Carnifex
- Old unused bimorphs in the box are options again.
- Base cost the same but upgrades are much, much cheaper overall but lots of "only buy 1 out of this list" kind of choices which greatly limits what a fex can have.
- Tusked gives HoW an AP value, Thornback increases the number of HoW hits.
- Enhanced Senses gives Night Fighting.
- Tail Scythe & Tail Mace each deliver a single hit to all models in BtB at Ini 1, with different stats.
- Living Battering Ram rule: Changed to allow the Carnifex to assault the contents of a building/transport on a 4+ if it was destroyed by its charge, rolled once for the brood.
Trygon
- Trygon Prime can taken as HQ/HS
- Trygon tunnels can be used by all infantry/beasts but Raveners can be held until a tunnel is available.
Attachment 4796
Did they ever say what hive fleet the original genestealer paint scheme was from? I'd like to do a tyranid army in that scheme.
With model descriptions that specific someone either has some very good info or is massively trolling.
I think that paint scheme predates the Tyranids. Way back from a time Genestealers were just a species living on a moon of a planet.Quote:
Originally Posted by The Imperial Fist
I don't think they ever named that "tyranid fleet" so I would say, go ahead, name it yourself and use the paint scheme.